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Messages - Kweepa

#2801
Incredible game so far!
This really feels like a Lucas adventure. Everything is so smoothly animated! How? Where do you find the time?
I can only assume the relative lack of posts here is because people are busy playing...
#2802
You should use GetGameSpeed() instead of 40 to be absolutely sure...
#2803
Scorpiorus,
Oh yes, I remember you mentioning this before.
Thanks again!
Steve
#2804
Insult swordfighting with Carla in MI1.
The crystal maze in Sorceror (or was that Spellbreaker?). So many good puzzles in that series!
#2805
Congratulations!
You win the "4 Days a Dumbass" award! :)

[EDIT] Sorry. Couldn't resist.
#2806
Sounds good!
You're telling us the plot. It's all done in the best possible taste. And other Kenny Everett references too old (and British) for this forum.
Some screenshots?
#2807
Critics' Lounge / Re: New Game idea
Tue 27/07/2004 23:38:16
It's cool to use Texas.
The old Route 66 (which ran uninterrupted from Chicago to Los Angeles) goes through Amarillo in north Texas, so it's not unbelievable.

The story could be interesting...
#2808
Oh well then... here's my wish list:

I'd like smaller tab stops too.
And Shift-TAB to move a block back a tab stop - oh, that works already! Woo!
Maybe we could have F5 as an alternative to Ctrl+T - I write code for a living, and frequently press Ctrl+T at work to run the game, or F5 at home :)

The biggies:

Multiple scripts open at once.
Parsing the #defines and having the symbols in the autocomplete list.

I may have mentioned some of these before...
#2809
In K&R and BSD coding styles, the closing brace is a tab stop left of the enclosed code block, eg

if (PlayerIsFreeOfGoo())
{
  ReleaseCustard();
}

rather than

if (SwordmasterHasBunion())
{
  TicklePostman();
  }

Could we have an option for the code editor to work that way?
I spend a lot of time reformatting...

Thanks in advance,
Steve
#2810
Critics' Lounge / Re: Sketch: citadel
Mon 26/07/2004 15:00:46
At the moment it almost looks like an Escher drawing, with the rock coming up out of the ground rather than off in the water.
It's quite hard to see that the cliff falls off a long way. Presumably that would be better in the final image with some colouring.
It's maybe a bit odd that we're looking down on the cliff and half the bridge, but the base of the tower is tilted away from the camera.
Having the suns there means that for realism a lot of your image is going to be in deep shadow.
I like the image. Of course the layout depends on what the room is for. If you're just walking back and forth over the bridge it works fine I think.
Steve
#2811
Sorry Pett,
I should just have said WOOOOT! I LOVE IT!

Don't get me wrong.
No doubt, it's one of the best games of the year.
That's WHY I'm picking holes - because I think it could have been better.

I don't want Yahtzee to rest on his laurels.

I like to hear that BB is hypercritical.
Hopefully he's turning that hypercritical mind on Apprentice II.

Thanks, and cheers Yahtzee,
Steve
#2812
Just finished it with a couple of hints from here...
I enjoyed it and thought it was beautifully presented.

Not perfect though - very linear, very buggy.
Plus, some forced puzzles.

Spoiler

Pushing Barry into the reactor shaft. Why should that "kill" him?
Why not cut his arms off with the machete after stunning him?
Ditto for John.

Somebody said you could push the escape pod lever with your foot.
But it's much too far away for that.

Some of the events seemed very triggered.

I think it would have been better without the days.
It wasn't very convincing that everyone would split up all the time when there was a killer on the loose.

And the "twist" ending was pointless.
For one, it didn't sound believable.
For two, it leaves a bad memory of the game - like it wasn't me playing.

Some great horror stuff though.
[close]

I liked that it was Elandra at the helm!
#2813
It's probably easiest to get the character control plugin.

But, if you must do it yourself...

First off, when AGS runs a function, it keeps going until it gets to the end.
So if all the commands in your BlueButterfly() function are non-blocking, it will just run them all at once. That's fine for MoveCharacter() followed by MoveCharacterPath(). But, you have several MoveCharacter()s. And some other stuff.
What you want to do is to only ask for one action at a time.

Also, in the room script, you have kind of the right idea. But the BlueButterfly() function doesn't return a value. I'm not sure what comparing it with 0 does. What you want to do is to see if the current action has finished, and if so move to the next one.

For example:

#define BBACTION_MOVETOFLOWER1Ã,  Ã,  Ã,  0
#define BBACTION_PLAYWITHFLOWER1Ã,  Ã, 1
#define BBACTION_MOVETOFLOWER2Ã,  Ã,  Ã,  2
#define BBACTION_PLAYWITHFLOWER2Ã,  Ã, 3
#define BBACTION_COUNT 4

int currentBBAction = BBACTION_COUNT;

function BlueButterfly() {
Ã,  // don't move on to next action if still performing current one
Ã,  if (character[BLUEBUTT].walking == 0
Ã,  Ã,  Ã, && character[BLUEBUTT].animating == 0) {

    // make sure we don't try to release character view the first time
    int firstTime = 0;
    if (currentBBAction == BBACTION_COUNT) firstTime = 1;

    // move on to next action (and cycle)
Ã, Ã,  Ã, currentBBAction = (currentBBAction + 1) % BBACTION_COUNT;

Ã,  Ã,  if (currentBBAction == BBACTION_MOVETOFLOWER1) {
      if (firstTime == 0) ReleaseCharacterView (BLUEBUTT);
Ã,  Ã, Ã,  Ã, MoveCharacter (BLUEBUTT, 380, 166);
Ã,  Ã,  Ã,  MoveCharacterPath (BLUEBUTT, 360, 186);
Ã, Ã,  Ã, Ã,  MoveCharacterPath (BLUEBUTT, 325, 155);
Ã,  Ã,  }
Ã,  Ã,  else if (currentBBAction == BBACTION_PLAYWITHFLOWER1
Ã, Ã,  Ã, Ã,  Ã,  Ã,  Ã,  || currentBBAction == BBACTION_PLAYWITHFLOWER2) {
Ã,  Ã, Ã,  Ã, SetCharacterView (BLUEBUTT, 16);
Ã,  Ã,  Ã,  AnimateCharacter (BLUEBUTT, 0, 1, 0);
Ã, Ã,  Ã, }
Ã,  Ã,  else if (currentBBAction == BBACTION_MOVETOFLOWER2) {
Ã, Ã,  Ã, Ã,  ReleaseCharacterView (BLUEBUTT);
Ã,  Ã, Ã,  Ã, MoveCharacter (BLUEBUTT, 334, 149);
Ã,  Ã,  Ã,  MoveCharacterPath (BLUEBUTT, 343, 184);
Ã, Ã,  Ã, Ã,  SetCharacterView (BLUEBUTT, 16);
Ã,  Ã,  Ã,  AnimateCharacter (BLUEBUTT, 0, 1, 0);
Ã, Ã,  Ã, }
Ã,  }
}

and in the room repeatedly_execute_always

BlueButterfly();

Hope that helps!
Steve
#2814
Critics' Lounge / Re: *NEW*(TLOTLL) Character
Thu 22/07/2004 04:26:24
I can appreciate that you don't want to just use Evil's edit verbatim but there were a couple of things that I think he improved that it would be a shame not to have.
1. Rounding out the jaw where it meets the neck.
2. Lightening the left shoulder and evening up the colours there.
3. Slanting the right hand side of the shorts so they're not so boxy. [EDIT] Our right.

Great character design!
Steve
#2815
Critics' Lounge / Re: Grim Fandango graphics
Tue 20/07/2004 14:53:38
If you don't want to play a Grim sequel, then don't. Problem solved.
Bloodnose, do whatever you want - it'll be a learning experience :)
#2816
I had great trouble with this but I got there eventually, by some combination of opening new windows, logging in, going via adventuregamestudio.co.uk, going via agsforums.com...
If you find a method, post it back here - I stupidly didn't keep track of what I was doing!

It would be nice if the submit page just asked for username and password.
#2817
There should be one dialog_request function in the global script, and it should go a little something like this:

function dialog_request(int value) {
  if (value == 2) {
    ChangeCharacterView(EGO, 12);
  }
  else if (value == 42) {
    ...
  }
  else if (value == 314) {
    ...
  }
  // add other values here
}

#2818
I like it. I like it a lot.
You can really see the Ren and Stimpy influence!

Ees eet steenky?
Just how you like it.
Mmmmm.
#2819
AGS Games in Production / Re: The Bar
Thu 15/07/2004 06:08:35
WOO!
Glad to hear it!
But when you can produce such beautiful backgrounds, why limit yourself to a single room?
I'm hoping there's at least going to be some different camera angles.

PS. Surely not MSPaint? :)
#2820
Quote from: Redwall on Thu 15/07/2004 03:35:23
What games have recieved above 80?

Well, there's Enclosure (90%). That's pretty good for a game with an appalling interface. :)
And the Ben Jordans got 76%. I know it's a different reviewer, but that's what editors are for.
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